This is an early test directly editing a skeletal mesh (technically deleting/recreating) This works in a packaged build, just not in a construction script. This is a huge leap forward, considering the current method was using a hidden driver skeletal mesh and a procedural mesh, and this method uses the skeletal mesh component directly. This also means most of the skeletal mesh features should/could be supported. I heavily adapted the code here: [ Ссылка ]
Next steps: (notes to self)
Fix material sections support
Pose match before boolean to slice at actual location according to the animation.
Formalize remaining operations to suit the new method.
Double check garbage collection works without leaking memory.
This is not currently in Mesh Ops, but I hope to have it in the next version in a few weeks (from 8/10/22)
Marketplace link: [ Ссылка ]
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